Dizzy is a terrible fighting game mechanic

We should all just play divekick, clearly

No Juri no buy.

Sure why not at least its better than 3s

The gem system in X Tekken is superior to dizzy mechanic. Everyone knows that.
Therefore the save the future of fighting games, Eliminate all Dizzy and replace with gem awesomeness.
Remember, You’re not a real fighter unless you can buy your way to victory, That’s why collusion works so well.

Then you won’t hear this

If it were a ‘normal’ Counter, like Juri’s or Gouken’s, it would have broken armor.

However, Dudley’s is different. He’s not actually focusing; he’s taking the full damage of the hit in order to use his. In fact, it’s possible to outright kill him with the absorbed hit, and he’ll punch anyway, only to crumple once it’s over (and being in post-KO state, the original attacker won’t actually take damage from the reversal).

at the end of the day one of us still plays virtua fighter

get it

one of us

Seems relevant:
http://www.sirlin.net/articles/slippery-slope-and-perpetual-comeback.html

Pretty weird that Sirlin didn’t mention dizzy or Super meter as slippery slope mechanics in FGs (he only mentions knock down as a temporary slippery slope).

In ST the Super meter works like that, because the more you’re winning (hitting the opponent) the more meter you gain and have more chance of finishing the match. A good example is Boxer, not only he’s beating you, he’s also building his Super that takes 50% of your life bar and it’s safe on block.

The Super meter in SFIV also works like that, since you gain more meter for hitting than for getting hit, but the Revenge Meter exists to counter that, giving the person that’s getting beated a chance of comeback.

yea its dumb. only reason dizzy exists is legacy

Don’t even have this discussion. You will only get a small number of answers:

#1: Dizzy is good because <reasons that basically boil down to ‘suck less’>
#2: Dizzy is good because <reasons that basically boil down to “it’s always been that way”>
#3: STFUNOOB.

Very few people in this community are willing to challenge their preconceptions sufficiently to really think about the implications this mechanic has on the game.

Dizzy is an extremely questionable mechanic - even “learning to block better” doesn’t actually help you avoid it, necessarily, as your stun meter doesn’t reset if you have blocked recently - though SF4 mitigates it somewhat by counting hits on a dizzied character as part of the same combo for damage scaling purposes. Fundamentally, Dizzy has a very similar effect on the game as extremely strong oki and knockdown setups - a player who gets hit not only takes damage - which is the punishment he ‘should’ take - but also gets placed in an extremely undesirable situation. I don’t think either of these are good for the game, because I believe that what makes fighting games awesome is the ‘duel of wits’ that happens when both players have a variety of options, so dizzies and guessing games detract from that.

Anyway, if you really don’t like Dizzy, play a game that doesn’t have it. There are lots. Most of them, actually. In fact, a quick examination of fighting games shows that games that utilize the ‘dizzy’ mechanic are limited to basically “Games made before 2005, sequels to games made before 2005, and games that use all of SF’s mechanics because they are what the designer is used to (coughSkullgirlsCough)”. This, to me, means that Dizzy mostly a ‘legacy mechanic’ that is done “because that’s how we used to do it” rather than because someone examined it closely and decided that it’s still a good idea.

Skullgirls doesn’t have dizzy, and it borrows much more from Darkstalkers/Marvel than Street fighter. Also it is just plain stupid to be black and white about it, dizzy is good , or dizzy is bad. It is a preference, it has its virtues and faults.

Anyone in the LA area who hates dizzies, throws, damage scaling, combos, or anything else progressive; you can find this underneath Space Mountain (or on XBLA).

https://pbs.twimg.com/media/BrkIvVlIMAA-C5q.jpg:large

Player 2 doesn’t even get a stick…how minimal do you want?

Agreed with all his thoughts, also Super Puzzle Fighter is the greatest puzzle game ever created and deserves a sequel even a complete rebranding by Capcom just to make it more popular would be welcomed (along with PowerStone)

I never been a fan of rewarding “bad” players or mistakes, I guess that’s why I’m so competitive. I detest rubber banding in racers, but I do understand why it’s there. I hate SF4’s revenge meter, but I don’t take that game seriously so it gives amply opportunities to troll and make rage inducing comebacks on xboxlive :rofl:

I’ve always felt 3S made dizzies “balanced”, displaying the bar would make both players change strategies, rather than it be something at the back of your mind. I would welcome it back but fighters these days have so many bars on the screen at one time all flashing at you which maybe another topic for discussion.

Accepting the status quo is very much a thing in regards to this. “This is how it should be, because this is how it is already.”

Accepting the status quo by accepting dizzies? I’d argue that those against dizzies are longing for the status quo, or at least a comfortable slump, by wanting them removed. They’re the ones who feel their comfort zone is being threatened.
The highlight on Super Puzzle Fighter is fitting though, that game overwhelmed you if you fell behind and it took nerves of steel to get the power back. Made it really rewarding and really enjoyable.

All this talk of stuns/dizzy is making me think of this:

LOL, I love this video.

~K.

Which is why this topic doesn’t make sense. If it was made 20 years ago when Dizzy’s were prominent then I could see the point. Go back to SSF2 and two hadoukens close together would dizzy the opponent. Then certain characters could redizzy an opponent. Like Guile above. And as the years pass it became harder to dizzy an opponent. And redizzy’s are completely gone. Though they have been replaced with infinite combos and resets which are just as bad if not worse.

Now the conventional dizzy mechanic is basically gone. Its basically been replaced with guardbreaks/focus attacks what have you. Its generally harder to setup, and doesn’t really come into play these days. Which begs to question as to why this topic was created when Dizzying has been nerfed so much over the past 25 years that is essentially non-existant now.

Visible stun made this game awesome.